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Position: Profiling Game Worlds by Transition Complexity

arXiv:2608.18079v1 Announce Type: new Abstract: Game world modeling (GWM) and reinforcement learning (RL) are often confounded because research papers rarely quantify how difficult the underlying transition prediction problem is at the declared interface (pixels/tokens/latents with finite history). We propose the Transition Complexity Profile (TCP): a small, reproducible set of metrics that characterizes an environment's (or gameplay dataset's) induced transition kernel by (i) intrinsic one-step branching, (ii) interaction-induced uncertainty and opponent influence when observable, and (iii) temporal/spatial dependency span via standardized probe curves. TCP is reported with an explicit reference distribution, protocol stochasticity, and a versioned measurement budget (sampling/resampling and fixed probe compute), enabling comparable numbers across benchmarks. We outline how common game families and modern "neural game engine" domains populate this landscape and call for TCP to become standard benchmark metadata and a required statistic in GWM and RL papers.

SourcearXiv AIAuthor: Lele Cao

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[Submitted on 29 May 2026]

Title:Position: Profiling Game Worlds by Transition Complexity

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Abstract:Game world modeling (GWM) and reinforcement learning (RL) are often confounded because research papers rarely quantify how difficult the underlying transition prediction problem is at the declared interface (pixels/tokens/latents with finite history). We propose the Transition Complexity Profile (TCP): a small, reproducible set of metrics that characterizes an environment's (or gameplay dataset's) induced transition kernel by (i) intrinsic one-step branching, (ii) interaction-induced uncertainty and opponent influence when observable, and (iii) temporal/spatial dependency span via standardized probe curves. TCP is reported with an explicit reference distribution, protocol stochasticity, and a versioned measurement budget (sampling/resampling and fixed probe compute), enabling comparable numbers across benchmarks. We outline how common game families and modern "neural game engine" domains populate this landscape and call for TCP to become standard benchmark metadata and a required statistic in GWM and RL papers.

Comments: Accepted by ICML 2026 Position Paper Track. this https URL

Subjects:

Artificial Intelligence (cs.AI)

Cite as: arXiv:2608.18079 [cs.AI]

(or arXiv:2608.18079v1 [cs.AI] for this version)

https://doi.org/10.48550/arXiv.2608.18079

arXiv-issued DOI via DataCite

Submission history

From: Lele Cao [view email] [v1] Fri, 29 May 2026 08:59:00 UTC (51 KB)

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